Tweak player speeds, allow "always run" to work.
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affd301ead
commit
d789f72238
5 changed files with 17 additions and 13 deletions
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@ -9,6 +9,7 @@ addmenukey "$SWWM_EXTRAFIRE" "+user4"
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addmenukey "$SWWM_MELEE" "+user1"
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addmenukey "$SWWM_WALK" "+walk"
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addmenukey "$SWWM_SPRINT" "+speed"
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addmenukey "$SWWM_TOGGLESPRINT" "toggle cl_run"
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addmenukey "$SWWM_DASH" "+user2"
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addmenukey "$SWWM_ITEMSENSE" "+user3"
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addmenukey "$SWWM_GESTURE1" "netevent swwmgesture 0"
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@ -26,6 +27,7 @@ defaultbind "g" "+user4"
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defaultbind "f" "+user1"
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defaultbind "ctrl" "+walk"
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defaultbind "shift" "+speed"
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defaultbind "capslock" "toggle cl_run"
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defaultbind "alt" "+user2"
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defaultbind "i" "+user3"
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defaultbind "h" "netevent swwmgesture 0"
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@ -8,6 +8,7 @@ SWWM_ZOOMFIRE = "Tertiary Fire / Zoom";
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SWWM_MELEE = "Melee Attack";
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SWWM_WALK = "Walk";
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SWWM_SPRINT = "Sprint";
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SWWM_TOGGLESPRINT = "Toggle Sprint";
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SWWM_DASH = "Dash";
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SWWM_ITEMSENSE = "Item Sense";
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SWWM_EXTRAFIRE = "Quick Grenade";
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@ -8,6 +8,7 @@ SWWM_ZOOMFIRE = "Fuego Terciario / Zoom";
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SWWM_MELEE = "Ataque a Melé";
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SWWM_WALK = "Caminar";
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SWWM_SPRINT = "Esprintar";
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SWWM_TOGGLESPRINT = "Alternar Esprintar";
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SWWM_DASH = "Embestir";
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SWWM_ITEMSENSE = "Sensor de Ítems";
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SWWM_EXTRAFIRE = "Granada Rápida";
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r527 \cu(Sat 5 Jun 01:28:10 CEST 2021)\c-";
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SWWM_SHORTVER="\cw0.9.11b-pre r527 \cu(2021-06-05 01:28:10)\c-";
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SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r528 \cu(Sat 5 Jun 21:07:46 CEST 2021)\c-";
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SWWM_SHORTVER="\cw0.9.11b-pre r528 \cu(2021-06-05 21:07:46)\c-";
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@ -95,8 +95,8 @@ Class Demolitionist : PlayerPawn
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Player.ViewHeight 52;
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Player.AirCapacity 0;
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Player.GruntSpeed 20;
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Player.ForwardMove .4, 1.5;
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Player.SideMove .4, 1.5;
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Player.ForwardMove 1., 1.;
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Player.SideMove 1., 1.;
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Player.SoundClass "demolitionist";
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DamageFactor "Drowning", 0.;
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DamageFactor "Poison", 0.;
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@ -117,13 +117,13 @@ Class Demolitionist : PlayerPawn
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return (0,0);
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Vector2 mvec = (player.cmd.forwardmove,-player.cmd.sidemove/.96);
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double maxval = max(abs(mvec.x),abs(mvec.y));
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// sorry, we don't use that here
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// sorry, we don't use that here specifically, that's for tweakspeed to handle
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if ( !(player.cmd.buttons&BT_RUN) ) maxval *= 2.;
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return mvec.unit()*maxval;
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}
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double TweakSpeed()
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{
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double fact = (player.cmd.buttons&BT_SPEED)?ForwardMove2:bWalking?(ForwardMove1*.2):ForwardMove1;
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double fact = bWalking?.08:(player.cmd.buttons&BT_RUN)?1.25:.5;
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for ( Inventory i=Inv; i; i=i.Inv ) fact *= i.GetSpeedFactor();
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return fact;
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}
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@ -930,7 +930,7 @@ Class Demolitionist : PlayerPawn
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if ( FindInventory("RagekitPower") )
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{
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// stop for just a split second UNLESS bunnyhopping
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if ( !(player.cmd.buttons&BT_SPEED) || (level.maptime >= (lastairtic+10)) )
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if ( !(player.cmd.buttons&BT_RUN) || (level.maptime >= (lastairtic+10)) )
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ReactionTime = 6;
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}
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else
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@ -1633,7 +1633,7 @@ Class Demolitionist : PlayerPawn
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double fs = TweakSpeed();
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if ( CanCrouch() && (player.crouchfactor != -1) ) fs *= player.crouchfactor;
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Vector3 accel = (RotateVector(nmove,angle),0);
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accel *= fs/512.;
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accel *= fs/480.;
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double spd = vel.length();
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double maxspd = fs*15.;
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if ( spd > maxspd ) vel = (vel+accel/GameTicRate).unit()*spd;
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@ -1917,7 +1917,7 @@ Class Demolitionist : PlayerPawn
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// bhop, z vel relative to vel size
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if ( vel.z < 25. ) // don't ramp up too hard
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{
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vel.z += jumpvelz*(((player.cmd.buttons&BT_SPEED)?1.2:.65)+vel.length()*.01);
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vel.z += jumpvelz*(((player.cmd.buttons&BT_RUN)?1.2:.65)+vel.length()*.01);
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// add part of last landing z velocity too
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vel.z += max(0,-landvelz*(raging?.45:.35));
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}
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@ -1929,7 +1929,7 @@ Class Demolitionist : PlayerPawn
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// first jump
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if ( vel.z < 10. ) // don't ramp up too hard
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{
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vel.z += jumpvelz*((player.cmd.buttons&BT_SPEED)?1.25:bWalking?.75:1.);
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vel.z += jumpvelz*(bWalking?.75:(player.cmd.buttons&BT_RUN)?1.25:1.);
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// add part of last landing z velocity too
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vel.z += max(0,-landvelz*(raging?.35:.25));
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}
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@ -2603,9 +2603,9 @@ Class Demolitionist : PlayerPawn
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int FastCheck()
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{
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if ( !player ) return 1;
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if ( player.cmd.buttons&BT_SPEED ) return 2; // sprint
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if ( !bWalking && (NormalizedMove().length() > 8000.) ) return 1; // run
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return 0; // walk
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if ( bWalking || (NormalizedMove().length() <= 8000.) ) return 0; // walk
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if ( player.cmd.buttons&BT_RUN ) return 2; // sprint
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return 1; // walk
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}
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State A_FastJump( StateLabel walk = null, StateLabel run = null, StateLabel sprint = null )
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{
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